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Interview with Vicious Byte

First, could you tell about your game career? How it started?
Henrik Schmidt: I started with a Commodore C64 around 1980. I did no programming, just played games. I still remember golden oldies like Elite or Silent Service by Sid Meier.

Screenshot
The Vicious Byte logo

Some years later I purchased an Amiga 2000 with a 20 MB hard disk for lots of money. That time, I discovered a small shareware game, called Mechforce. Its graphics and sound were very simple, but the gameplay was brilliant. I played it for tons of hours and still remember the nights three friends and I gathered in front of the monitor.

In the early 90's, I followed the trend and bought my first personal computer (PC). By then, Vicious Byte (my games company) was founded for one reason: we would like to do our own version of Mechforce, callled Titans of Steel.

Screenshot
Titans of Steel in action

Kai Sausmikat: I've always been a fan of the 'Champions' roleplaying game and after having programmed a few little 'just for fun' games on the Amiga I decided in 1990 to make a game based on the champions rules. I started programming on the Amiga and half finished a 'Champions Character Creation Module'. Then I worked on the game engine and realized that the Amiga was to slow for the graphical ideas I had.

I stopped the project and started it again 5 years later in 1995 when I got my first 486/Dx50. This time I decided not to try to work it out alone and called my old friend Henrik Schmidt by phone to ask him wether he'd like to join in that project. Funny, after this phonecall I agreed to forget my ideas and join him in his project he just had started. It was an old dream both of us had - to redo the old amiga game Mechforce by Ralph Reed. I'm happy that I decided to join the Titans of Steel project and that we succeded in making it version 1.2 now.

I still got the idea of making a Champions game and will hopefully get Henrik Schmidt to join me some day, but till then I'll keep working with him on Titans of Steel. I hope that we'll have a map and mission editor some day.

Could you give a description of Titans of Steel?
Henrik Schmidt: Titans of Steel is a tactical combat simulator, spiced up with role playing elements. The player is building/managing a team of giant fighting robots, the titans and their pilots, the jocks. The game does consist of three modules: Headquarter, Factory and the Battle Engine.

Screenshot
The evaluation of a titan

Combat is resolved on a hex based landscape. Up to four teams can do combat, either hotseat or in a LAN (local area network). The battle module does include a generic AI (artificial intelligence): each titan can be played by the computer. We use a unique turn based system, which was introduced by Mechforce. It's very satisfying in multiplayer games; each player is involved a lot, but has enough time to think.

The player can design own titans, the factory does feature lots of weapons and other systems, like shields or scanners.

Screenshot
The factory in Titans of Steel

The headquarter is used to manage the teams, recruit new jocks and buy or sell titans. The jocks are described by 7 personal attributes and 19 skills. They gain experience during combat, which can be used to increase their skills.

Could you tell about the team that developed Titans of Steel? Who wrote the code, who did the graphics, etc.?
Henrik Schmidt: Vicious Byte is formed by Kai Sausmikat, Steffan Vosgerau, Eric Petersen and me.

Kai did the code of the factory module and a lot of design stuff. Steffan is our artist, sad enough his time is very limited nowadays. Eric joined Vicious Byte in 1999, he is responsible for the sounds.

I did the code for the battle module and designed the rule system. I also try to manage the old code of the headquarter module.

Kai Sausmikat: I want to thank Steffan for his artwork on Titans of Steel, Eric for his work on sounds and music, "Rosary" for giving the game something special with her charismatic voice and last but not least all the Titans of Steel fans out there who supported us with good ideas improving the gameplay and design.

Which applications are used and how long does it take to make a game like Titans of Steel?
Henrik Schmidt: I developped the battle module on an Unix Sun Workstation. Therefore, I was in need if a cross platform compiler, which I found with the GNU C compilers and its port to DOS, the DJGPP.

Fortunatly, there was also a portable graphics library, called JLIB. Now, I was able to write code on the workstation and recompile it on my personal computer.

Together with the portable sound library (SEAL), we're now also able to support Windows 95/98/2000/NT, as well as Linux. I have to add that all these tools are free, thanks to those who made them available.

The game was a very big effort, I guess that thousends of hours were spend to make it possible. Since 1996, at least two people are doing work on it.

Are you going to make more computer games in the future?
Henrik Schmidt: I can't think of doing another game at the moment. Titans of Steel is still not finished and there are lots of ideas to improve the game. We want to add Internet play, missions, more equipment, different terrain... etc.

What's you favorite DOS or Windows game?
Henrik Schmidt: Well, honestly I must admit that Titans of Steel is my favorite game. I'm not only doing it, I'm also playing it. I wrote it for this reason :)

Another DOS game I like very much is Masters of Magic. At the moment, I'm also playing Age of Kings (Age of Empires II) by Ensemble Studios. It's my favorite realtime strategy game, though I generally prefer turn based ones.

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